Elsa Masriani
Universitas Negeri Padang

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EFEKTIVITAS PENERAPAN MEDIA PEMBELAJARAN INKUIRI TERBIMBING TERHADAP KEMAMPUAN BERFIKIR KRITIS DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS V SD NEGERI 07 LIMO KOTO Dira Oktavia; Fetri Yeni J; Mutiara Felicita Amsal; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11637

Abstract

This research was motivated by the low critical thinking skills and learning outcomes of students in Indonesian language subjects in grade V at SD Negeri 07 Limo Koto. This was due to the learning process which was still dominated by the lecture method, causing students to be less active. This study aims to analyze the effectiveness of the Guided Inquiry learning model on students' critical thinking skills and learning outcomes. The research method used was quantitative with a one-group pretest-posttest design. The research subjects consisted of 19 fifth-grade students. The research instrument was a validated critical thinking skills test. Data were analyzed using the paired sample t-test through SPSS. The results showed a significant increase in the average score from 56.63 during the pretest to 80.42 during the posttest. The hypothesis test results showed a significance value of 0.000 < 0.05, which means it can be concluded that the implementation of the Guided Inquiry learning model is effective in improving students' critical thinking skills and learning outcomes in Indonesian language subjects.
GAME EDUCATION: MEDIA PEMBELAJARAN UNTUK MATERI BERPIKIR KOMPUTASIONAL SISWA SMP Indah Febrianur; Mutiara Felicita Amsal; Rosmaria; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12754

Abstract

This study aims to develop a game-based learning media for computational thinking material for seventh-grade junior high school students. This development is motivated by the limited use of interactive learning media, which has resulted in low student motivation and understanding. Therefore, an innovative learning medium is needed to create a more engaging and enjoyable learning environment. This study employed the 4D development model, consisting of the define, design, develop, and disseminate stages. The subjects of this study were seventh-grade students. The instruments used in this research included expert validation questionnaires and practicality questionnaires to evaluate the feasibility and usability of the developed media. The results indicate that the developed game-based learning media is categorized as very valid, with media validation scores of 4.60 and 4.53, and a material validation score of 4.84. In addition, the practicality test result obtained a score of 4.54, which falls into the very practical category. The media is equipped with learning materials, introductory games, and interactive evaluations that facilitate students in understanding the concepts of decomposition and pattern recognition. Therefore, the developed media can be used as an alternative learning medium that is engaging, interactive, and effective in improving students’ understanding of computational thinking material.